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teacherboi

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Everything posted by teacherboi

  1. I recently downloaded BD Armory, and installed in in a fresh copy of KSP. When I try to place a part in the VAB, it just flashes and won't mount. I've tried the weapon manager, guns, missile rail,inline radar, etc., and they just flash red and don't mount.
  2. Why hasn't someone done this before? More interestingly, why isn't this a stock feature?
  3. Add the following to the Take Command .cfg file to add take command functionality to the open cockpit. @PART[nesdmk1opencockpit]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } INTERNAL { name = GenericSpace1 } } I just tested it, and it works so far.
  4. I've been playing KSP since version 0.13, making the current version (1.1.3 my versionversary). I feel like I should bake a cake or something. When is your versionversary? Planning on doing anything special?
  5. Google Chrome recognizes the download as malware. Any reason why?
  6. Great mod, I love it! However, on some of the missions where you have to keep a craft in orbit for a certain amount of time need some adjustment. Right now I'm on the Civilian Mission 08, and I have to keep a low orbit for a day. The thing is, that I can only fast forward to 100x speed. So far it has been over 10 minutes of just sitting here staring at a circling craft waiting for the clock to run out. Perhaps either higher orbits for day+ missions, or shorter times? Thanks.
  7. I do use MechJeb, but mostly for the Smart A.S.S. I would live to see R&D in KSP where we have to research new tech. That would be a great way to unlock features found in MechJeb through standard play.
  8. I\'ve just updated my parts. I\'ve addad a second file and cleaned up the CFGs on the 1.5 meter parts list.
  9. Thanks for the suggestion Maraz. Fortunately, I rememberede to save all the .blend files right before I exported them. Currently I\'m in the process of taking out some of the kinks in the .cfg files that I missed. I\'ll probably do the edge splitting once I finish my command modules and mission payload series I\'m working on. I\'d have those out sooner, but I can\'t get my chute to pop straight up, even after following some of the tutorials found here. I\'ve tried the parenting trick, but the chute is still sideways.
  10. Thanks, Phoenix. I should have added that this firt version is kinda beta-ish. So if anyone finds any problems, please post them here so I can fix them!
  11. Greetings! Here is my first start to finish mod for Kerbal. I have made a mess of 1.5 meter parts that are more or less on par with the stock components. In the future I will release more parts for mission specific rockets I have created. As far as I know the parts are compatible with the .13x (free) version of KSP. Parts include a 1.5 meter to 1, 2, and 3 meter adaptor and decouplers and their reverse. *UPDATED 08 July 2012* I\'ve cleaned up the CFG files on several parts as well as made them more stable and easier to use. I\'ve moved the wing decoupler to a second .zip file that has a smattering of miscellaneous parts. 1.5 Meter Parts File 1.5 meter decoupler- long and short. 1.5 meter by 1.5, 3 and 6 meter fuel tanks. 1.5 meter solid booster. 1.5 meter SAS and RCS tank. A light, medium and heavy 1.5 meter engine. (Note that the 3 nozzle version originally released did not work correctly. I replaced it with a 4 nozzle version that works great.) Below is a rocket using a sampling of my parts. http://i.imgur.com/xhzZu.jpg And finally, the Download: http://www.freefilehosting.net/milesianaerospace15mparts I also have a file for miscellaneous parts I\'ve made which includes: 1m mechanical decoupler 0.5m, 1m, 2m, and 3m solid boosters as well as dorsal engines, a separation booster and a de-orbit booster to help keep Kerbal clean http://www.freefilehosting.net/milesianaerospacemiscparts Next on the horizon is a 3 mission mod pack of an orbiter, satellite delivery, and then a mun lander.
  12. I\'ve searched the forums, but I can\'t find anything about if it is possible to change the number of Kerbalnaughts in a command pod. I\'m working on a three tiered project where I have need for a 1, 2 and 3 seater capsules. Is there a plugin that would allow a modder to specify the number of Kerbalnaughts in a command pod? Or would someone like to make one?
  13. Great idea for a mod. Link is broken though, is there a new one?
  14. Yay! I redid what I was working on and the fixes above worked like a charm!
  15. LOLOLOLOLOL Talk about a 'DOH' moment! Ok, thank you Tiberion and Anariaq for your help! Radius... and I\'m going to be a teacher! Well, good thing it\'s history and not math HA!
  16. Ok, here is the actual .blend file. What I did was I added a cylinder and in the dialog box on the left hand side where it shows the rotation, number of faces, etc. I set the size to 3 meters (default is one meter). I have to say, I\'m really trying to get my head around blender. If there was a .dae export plugin for gmax I\'d have this nailed. I\'ve played around with 3DSMax (same interface as gmax) but I\'m not paying that much money for 3DSMax. Not for what I need it for anyway lol. Blender seems all backwards after using gmax for so long, and I keep falling into pitfalls like this one. /rant lol PS I just looked at the video tutorial sticky in this thread. Aside from actual face/vertices moving, what I\'ve been doing is exactly as shown in the top video.
  17. Ok, I redid a 3m solid booster and double checked the units in the scene and on the object like what was suggested. All the units and scales were 1.0. I\'ve attached a .zip of what I exported to .dae if anyone wants to look at it and tell me where I\'m messing up. I don\'t know if it is in the .cfg file or there\'s a toggle somewhere buried in Blender that I have switched. Thanks for the help!
  18. Ok, I have my Blender scene set to metric and the scale a 1. However, when I make a part in a 1.75, 2, or 3 meter diameter the part imported into KSP is much larger! I\'ve tried using a 1.0 and a 0.1 scale in the CFG to fix this, even a 0.5 at ne time, but there is no change in the VAB or on the launch pad. Is there something I\'m missing? oh, and I\'m using Blender 2.63 if that helps.
  19. This mod remonds me of the opening sequence to the Heavy Metal movie. They used a \'57 Vette (or there abouts) in the movie, but this will work!
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